Match dynamics and keeping things interesting in gameplay
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aka RpTheHotrodDallas, TX Join Date: 2003-01-08 Member: 12027Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
Currently, there is little variety in gameplay because of how locked down the game is in what you're allowed to do. There's not a lot of "stuff" you can get that's unique in the game, which is fine, so creativity must be found elsewhere. Typically all games come to a close once onos or jp/exos come into play.
NS1 had a huge variety to gameplay though because marines weren't restricted to needing "tech nodes". They could be creative and do things that would change the flow of the map, such as relocations to different areas. As for the Kharra, the Gorge's ability to "build a base" allowed them to quite literally claim territory outside of hive rooms and have forward bases. With this, everything could change in how the map goes down. You could end up having a match where the marine start wasn't even remotely important but a particular corridor was super important. Everything about the dynamics of the map would be different for each map.
It was less about the "rush to highest tier" and more about territory control....and the territory that matters was different from match to match unlike NS2 where "important" territory is pre-determined as tech nodes.
By restricted both teams to tech nodes (marines needing teach nodes and alien gorges not being able to "claim territory"), the gameplay just flat out becomes pre-determined and stale. Both sides are also very similar and the line of uniqueness that sets them apart starts to become blurred. They both have grunts. They both have fliers, they both have heavies, they both need some exact same territory, they both have "detection" (Shade hive passive) and so on. There's little room for any differences or creativity.
Suggestion: Break both teams from being dependant on pre-determined locations. Allow marines to build their second and third base in a location of their choosing (but needing to have a minimum distance from another commander chair), and allow the alien gorges to build weaker versions of "effect" structures (heals half as much, makes aliens translucent instead of invisible, restores half energy, ect...) or perhaps design some structures unique to gorges.
What NS2 needs is variety and creativity for both teams.
NS1 had a huge variety to gameplay though because marines weren't restricted to needing "tech nodes". They could be creative and do things that would change the flow of the map, such as relocations to different areas. As for the Kharra, the Gorge's ability to "build a base" allowed them to quite literally claim territory outside of hive rooms and have forward bases. With this, everything could change in how the map goes down. You could end up having a match where the marine start wasn't even remotely important but a particular corridor was super important. Everything about the dynamics of the map would be different for each map.
It was less about the "rush to highest tier" and more about territory control....and the territory that matters was different from match to match unlike NS2 where "important" territory is pre-determined as tech nodes.
By restricted both teams to tech nodes (marines needing teach nodes and alien gorges not being able to "claim territory"), the gameplay just flat out becomes pre-determined and stale. Both sides are also very similar and the line of uniqueness that sets them apart starts to become blurred. They both have grunts. They both have fliers, they both have heavies, they both need some exact same territory, they both have "detection" (Shade hive passive) and so on. There's little room for any differences or creativity.
Suggestion: Break both teams from being dependant on pre-determined locations. Allow marines to build their second and third base in a location of their choosing (but needing to have a minimum distance from another commander chair), and allow the alien gorges to build weaker versions of "effect" structures (heals half as much, makes aliens translucent instead of invisible, restores half energy, ect...) or perhaps design some structures unique to gorges.
What NS2 needs is variety and creativity for both teams.
Comments
The predetermined locations are a big reward for map control, so I have no idea why you would not want there to be areas you want to hold? It doesn't stop you dropping a forward PG/shift etc elsewhere.